19. 20.2, Naval Missions - Return (Observation): According to the rules, the return mission does not cost a naval asset point. However, one point is charged for each ship on patrol given a return mission on the naval orders screen in the strategic phase.

20. 20.2, Naval Missions - Patrol (Observation): Although assigned to go to the Baltic, SMS ships placed on patrol out of Wilhelmshaven sail to the North Sea.

It is advisable to rebase the HSF to Rostock or Stettin if you wish to use it in the Baltic 1914-15. Be advised British ships on patrol in the North Sea can intercept any SMS ships in Wilhelmshaven, no matter what mission or sea zone they are assigned.

21. 16.0, Build Forces (Observation): There is a fixed limit ("countersheet") of corps each country may field. For example, Germany may only ever have 4 cavalry corps active at any one time. One of these must be destroyed (or disbanded) before another can be built.

22. 16.0, Build Forces - Disbandment (Observation): Reinforcements may not be disbanded the same turn they are received. This includes HQ's which are renamed that strategic phase.

Observed with CP HQ "Bulow #2".

23. 20.2, Naval Missions (Observation): Damaged ships on patrol may not be reassigned a return or a rebase mission. They may be repaired during the strategic phase on the naval screen. However, they will carry out their still-assigned mission in the subsequent Naval Phase, at whatever damage level they are at.

Against a competent British player, this will result in most damaged German ships being sunk in the Naval Movement Phase following their repair, if they are based at Wilhelmshaven. Only running out of naval asset points (so that they no longer can sail) will prevent this.

28. 24.1 Russian Revolution (Observation): Please note it is not necessary for the Kerensky Government to take office, for the Bolsheviks to seize power and negotiate a cease-fire. Russia can surrender immediately, without any interim government, once the conditions are met.

Also, territory/resources are surrendered to Germany, unless one of the other Central Powers has previously taken the hex. Similarly, German corps are taken first as garrison. They leave for 20 strategic turns, i.e., until the end of the game.

Questions: How many corps are placed on garrison?

Are A-H and Ottoman corps eligible for garrison duty (if insufficient German corps are available)?

Forts only confer a defensive bonus-minus on the attacker that is. Do they confer an defender strength bonus or (throw dice in combat)?

Love the game Frank. really.

I was wondering-is there a reason that the Forts do not fight by themselves and do not have to be besieged? that would have been a cool game mechanic-like every end of turn there would be a surrender phase for forts besieged or something (would mean that the attacking units owuld be stacked in that hex (undestroyed forts could be assaulted or destroyed via siege arty).

Well in a way they are doing exactly that. Take the attack on Liege which is typically defended with 1 Belgian infantry. Even if you completely destroy this unit your attack will fail, unless your siege artillery completely destroys the fortification.

Well in a way they are doing exactly that. Take the attack on Liege which is typically defended with 1 Belgian infantry. Even if you completely destroy this unit your attack will fail, unless your siege artillery completely destroys the fortification.

- hjaco

hjaco raises a good point here. I also have observed (at Brest-Litovsk and Liege) that one has to completely eliminate all defenders in a fortress hex before being allowed to occupy it (in a subsequent impulse).

29. Is this "working as designed/intended"?

30. If the owner attempts to reinforce in a subsequent impulse and contests the hex (i.e., has his units move in the same impulse as you do), does the fortress fall?

Fortress points are exactly the same as entrenchments AFAIK - so you can rebuild them to the max level you can build entrenchements.

I have been unable to replicate this.

The game does permit me to entrench in a fortress hex (adding the entrenchment level to the fortress level in defense) but, once reduced, it does not seem the fortress level itself is being replaced.

I.E., if the hex is vacated or lost, the reported fortification level drops back to whatever amount it was at after the siege artillery bombarded it.

Also, I am limited to my current Trench science level as to the number of entrenchments I can add to the fortification hex. If the fortification itself was higher than this to start, I cannot "rebuild" it all the way back up to its original level, until my tech level reaches or exceeds that value.

quote:

fortresses are invariably towns, so provide supply to units in them, hence they will never surrender if isolated.